Battle Reinforcements (Full Version)

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bevans -> Battle Reinforcements (3/9/2011 2:34:44 AM)

Just a question really: stacking limit is three but I have attacked SU stacks with three units and the AI tosses another brigade/division into the fray. At the end of the battle, the unit is back in its original hex (really, it never leaves, it just glows red for awhile). I am assuming this is not a bug just a 'feature' for the SU (like the Germans will ever be defending in carpets 100 miles deep). My point(ish) is that I presume the stack limit is based on the view that three units is the most one can effectively fit into an area that size (or across a front that length), which is already a gross oversimplification given the spread in unit sizes. So a) can reinforcements in a battle temporarily exceed stack limits and b) if so, what is the rational for being able to do so? Thanks.




mikemcmann -> RE: Battle Reinforcements (3/9/2011 3:59:55 AM)

This would have been a reserve unit. Not actually in the stack and doesn't move.

No idea on raionale




Wild -> RE: Battle Reinforcements (3/9/2011 4:42:58 AM)

It is a reserve unit. Both sides have the ability to set units to reserve status. The units may then be commited to battles if certain leadership checks are passed.




Uxbridge -> RE: Battle Reinforcements (3/9/2011 5:08:33 PM)

Is it possible that the attacker gets reinforced by a reserve unit, if he has one, or does this only apply to the defender?

EDIT: Just found the answer: it can!




bevans -> RE: Battle Reinforcements (3/9/2011 11:34:48 PM)

Thanks, I do understand the mechanism (although the reminder that it needs to be in reserve status was useful). I have no problems with this normally but am not convinced one should be able to artificially exceed the stacking limit through this mechanism. I know that formally the counter does not move - but they must be using pretty long range rifles to take part in a combat happening 20 miles away. So the unit clearly does move, exceed the stacking limit during combat, then move back.

Anyway, this is nowhere near as annoying as winning a combat - especially across a river - then not have the MP to enter the cleared enemy hex. Exactly how did we win the fight if we never crossed the river? Doesn't matter how loudly I yell at the computer 'just stay over there guys', they beat up those pesky Ruskies then go back across to their start line and have a cup of tea or something.




pompack -> RE: Battle Reinforcements (3/10/2011 12:08:20 AM)


quote:

ORIGINAL: bevans

Thanks, I do understand the mechanism (although the reminder that it needs to be in reserve status was useful). I have no problems with this normally but am not convinced one should be able to artificially exceed the stacking limit through this mechanism. I know that formally the counter does not move - but they must be using pretty long range rifles to take part in a combat happening 20 miles away. So the unit clearly does move, exceed the stacking limit during combat, then move back.

Anyway, this is nowhere near as annoying as winning a combat - especially across a river - then not have the MP to enter the cleared enemy hex. Exactly how did we win the fight if we never crossed the river? Doesn't matter how loudly I yell at the computer 'just stay over there guys', they beat up those pesky Ruskies then go back across to their start line and have a cup of tea or something.


Never happens if you have enough troops and you do it right

Case 1 strong opposition: deliberate attack from two directions (or three) with five (or eight) division and a couple of divisions in reserve. Leave one division adjacent to the river OUT of the attack. After the combat this division moves forward and takes the hex.

Case 2 weak opposition. Single division adjacent to river, no other reserves. Break division into regiments. Deliberate attack with two regiments. After combat move the "reserve" regiment across river.

Case 3 Everything in between: Always leave one something OUT of the attack so it can move forward after the combat.

Note 1: NEVER hasty attack across a major river unless you are facing one overage cook and a drunken orderly




bevans -> RE: Battle Reinforcements (3/11/2011 5:06:08 PM)

Thanks for the suggestion about the regiments, I really don't take enough advantage of the ability to breakdown divisions. This may be enough when I have three (infantry) divisions in place: attacking with two gets a 'Held'; attacking with three is a retreat but not enough MPs to move in. 2.67 divs just might do the trick.

I still believe that the rule is flawed as it is difficult to see how wins a combat whithout, well, engaging in combat. But it is what it is and I can live with it.




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